Spells A - E
Spells F - J
Spells K - P
Spells Q - Z


A



Age Limb

Duration: 5 minutes
Range: touch
Counter Spell: restore limb
Description: The caster touches one of the target’s limbs (arm or leg), which then becomes aged and infirmed. The limb is now useless; it cannot wield a weapon, cast magik, or support any weight.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 3, Divine 4, Elemental 3, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Amour

Duration: 5 minutes
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: The caster designates a character to which the target becomes amorous. The designate must be visible to the target at the time of the casting. The target’s affectations are not physical, but they will have very strong feelings for the designate. The target will do whatever possible to win the favor or help the designate.

This spell is different from charm in that the target does not have to agree with the designate. The target can even oppose them ‘for their own good’, for instance, holding a warrior back from a fight to keep them safe.

Any suggestion contrary to the target’s nature will not be followed (i.e. no suicide, etc.). If the caster or the designate attacks the target, the spell is broken.

PP Costs: Alchemy 4, Death N/A, Divine 4, Elemental 2, Herbalism 4, True 2, Restorative 3, Summoner N/A.



Animate Dead

Duration: instant
Range: 10’ radius
Counter Spell: destroy lesser undead
Description: The caster can animate all dead characters within range. The now “undead” characters will act out the caster’s commands. Animated characters are slow and not very intelligent.

The corpses will remain animated until they are destroyed. Animated characters have ten BP. When reduced to zero BP they are totally destroyed and cannot be re-animated or resurrected. A dead character can only be animated once.

If a character is animated within 30 minutes of their death, and subsequently has resurrect cast upon them, they will be resurrected as per the resurrect spell.

If a character is animated 30 minutes or more after their death, and subsequently has resurrect cast upon them, they will suffer the effects of the spell dragon’s breath.

Dead monster characters can also be animated.

PP Costs: Alchemy N/A, Death 6, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Awaken

Duration: instant
Range: touch or potion/powder dose
Description: This spell allows the caster to magikally awaken any character that is magikally or naturally asleep or unconscious. The target will awaken immediately and be alert.

PP Costs: Alchemy 4, Death N/A, Divine 1, Elemental 1, Herbalism 1, True 3, Restorative 1, Summoner N/A.


B



Banish Greater Summoned Creature

DRAFT VERSION - SUBJECT TO CHANGE
Duration: instant
Range: 10'
Special Notes: Required casting time of thirty seconds.
Description: This spell causes one greater summoned creature, item or weapon to be banished. The summoned target ceases to exist. This spell is not needed for a a summoner to banish their own creations.

PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True 15, Restorative N/A, Summoner 8.



Banish Lesser Summoned Creature

DRAFT VERSION - SUBJECT TO CHANGE
Duration: instant
Range: 10'
Special Notes: Required casting time of thirty seconds.
Description: This spell causes one summoned creature, item or weapon to be banished. The summoned target ceases to exist. This spell is not needed for a a summoner to banish their own creations.

PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True 10, Restorative N/A, Summoner 4.



Befuddle

Duration: one minute
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: The target becomes confused and unfamiliar with their surroundings and their identity. The target is not susceptible to suggestions (this will only cause the target to become even more confused). The target cannot understand what is being said or what is occurring around them. They are therefore unlikely to attack because they cannot decide whom to attack, or why. The target can still defend themselves and use magik.

PP Costs: Alchemy 4, Death 3, Divine 3, Elemental 2, Herbalism 4, True 3, Restorative 1, Summoner N/A.



Blast

Duration: instant
Range: 10’ radius
Required Verbal Component: “Blast!”
Description: All characters within range are knocked off their feet. No damage is caused. The caster is not subject to the spell’s effects.

PP Costs: Alchemy N/A, Death 2, Divine 1, Elemental 2, Herbalism N/A, True 1, Restorative 1, Summoner N/A.



Blend

Duration: special
Range: touch
Marker: a green cloth, approximately 18” square
Counter Spell: dispel magik
Description: This spell will make a relatively motionless character unable to be seen. Any gross movement (other than breathing, turning your head slowly, etc.) by the target causes the spell to dissipate. This spell will function in any environment. The spell lasts as long as the target can keep the marker over their head.

PP Costs: Alchemy N/A, Death N/A, Divine 3, Elemental 1, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Bless

Duration: 5 minutes
Range: 10’ radius or touch
Marker: roll of string, marking ribbon, etc. and a strip of red cloth
Description: Bless has two distinct functions. First, it can be used to consecrate a 10’ radius area as ‘holy ground’. Do this by placing the spell marker around the area you wish to bless. After the spell is cast, attach a strip of red cloth to the area marker to indicate that the spell is active. A blessed area lasts for 5 minutes. Undead and spirits cannot pass into the area. If used as a touch spell upon undead or spirits, bless will cause one BP of damage.

The second use of bless is to heal a character. As a touch spell, it will heal one BP of damage. A target cannot surpass their original total number of BP.

PP Costs: Alchemy N/A, Death N/A, Divine 3, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Blind

Duration: 5 minutes
Range: touch or potion/powder dose
Counter Spell: cure blindness
Description: The target is unable to see. Dispel magik has no effect.

PP Costs: Alchemy 7, Death 3, Divine 5, Elemental 5, Herbalism 5, True 4, Restorative 3, Summoner N/A.



Break Weapon

Exception: can only be cast once per day
Duration: special
Range: 10’
Counter Spell: repair weapon/shield
Description: The weapon designated by the caster is “physically” broken. It cannot be used until fixed by a skilled character, or a mage with the repair weapon spell. This spell will not damage magikal or enchanted weapons.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 6, Divine 4, Elemental 5, Herbalism N/A, True 5, Restorative 5, Summoner N/A.


C


Call Undead

Duration: 5 minutes
Range: special
Counter Spell: dispel magik
Marker: obvious item labeled with spell title
Description:The caster must place the marker at the place where they want the undead creatures to converge. All undead in the area will congregate at the marker, and stay there until the spell wears off or is dispelled. The marker is an OOG item. However, the caster may choose for character reasons to make the item an in-game spell component.

PP Costs: Alchemy N/A, Death 1, Divine 3, Elemental 7, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.



Charm

Duration: 5 minutes
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: The target will act as the caster’s best friend, remaining by their side for the duration of the spell. The target will follow well-phrased suggestions given by the caster. Any suggestion contrary to the target’s nature will not be followed (i.e. no suicide, etc.). If the caster attacks the target, the charm is broken.

Charm does not work on monsters, but does work on Beastmen.

PP Costs: Alchemy 4, Death N/A, Divine 3, Elemental 2, Herbalism 5, True 2, Restorative 3, Summoner N/A.



Command

Duration: special
Range: 10’
Counter Spell: dispel magik
Description: The target must follow a one-word command from the caster, as best interpreted by the target (for instance, the command “kill” may cause the target to attack the caster). The command must be one that the target can accomplish or act out (i.e. “die” is an extremely difficult action to perform).

PP Costs: Alchemy N/A, Death 3, Divine 3, Elemental 3, Herbalism N/A, True 2, Restorative N/A, Summoner N/A.



Comprehend Magik

Pre-requisite: decipher magik
Duration: instant
Range: touch
Special: costs two CP when cast
Description: This spell has many applications. The most common is allowing the caster to magikally understand how a written spell functions. Once the written spell is understood, it can be cast once from memory (this, of course, costs one CP). A comprehended spell can only be “remembered” for one hour. Only one spell can be understood per casting of comprehend magik.

A spell that has been comprehended by the caster can be made into a scroll (see create scroll). The caster can only create a scroll from a written spell, not from memory.

Another application of comprehend magik will give the caster some understanding of an unknown spell or unique magik effect, per the GM. The caster will get a description or additional information about the magik, but will be unable to cast the spell or create a scroll. The effectiveness of comprehend magik to discern all or part of a spell or magik effect is left to the discretion of the GM.

PP Costs: Alchemy N/A, Death 7, Divine 7, Elemental 7, Herbalism N/A, True 7, Restorative 7, Summoner 7.



Control Lesser Undead

Duration: special
Range: 10’ radius
Counter Spell: dispel magik
Description: All lesser (unintelligent) undead within range will be under the control of the caster, who can give the undead a simple task to perform. A straightforward, one sentence instruction (e.g. “kill her,” or “guard this box,” etc.) must be used.

PP Costs: Alchemy N/A, Death 4, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Control Greater Undead

Duration: special (1 hour, or until task is complete, whichever comes first)
Range: 10’ radius
Counter Spell: dispel magik
Description: One greater (intelligent) undead within range will be under the control of the caster. The being will complete one task for the caster. Greater undead can handle complex instructions (e.g. ‘don’t let any elves in this tavern’). When the task is complete, the caster’s control over the undead will dissipate.

PP Costs: Alchemy N/A, Death 8, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Corrupt

Duration: 5 minutes
Range: 10’ radius or touch
Marker: roll of string, marking ribbon, etc. and a strip of red cloth
Description: After the spell is cast, the caster must visibly attach a strip of red cloth to the area marker to indicate that the spell is active. Within the range of this spell, nature becomes corrupted (i.e. the plant life becomes twisted and unnatural). This effect on the landscape is physical and lasting, not simply a magikal illusion. Fae creatures that enter the area suffer one BP of damage.

When used as a touch spell against a fae creature, corrupt causes one BP of damage.

PP Costs: Alchemy N/A, Death 3, Divine 5, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Covet

Duration: 5 minutes
Range: touch
Counter Spell: dispel magik
Description: The spell-caster designates an object (not a person or monster) to which the target is drawn. The target will go to just about any length to possess the object. The target will not go against their nature, but will do everything within the bounds of their morality to obtain the object. Once the object is obtained, the target will guard it jealously and protect it to the best of their ability.

PP Costs: Alchemy N/A, Death 2, Divine 3, Elemental 2, Herbalism N/A, True 2, Restorative N/A, Summoner N/A.



Create Component

Exception: can only be cast once every 30 minutes
Duration: instant
Range: touch
Special Component: in-game item to become component
Description: This spell allows a mage to create a new material component for a specific spell.

PP Costs: Alchemy 1, Death 1, Divine 1, Elemental 1, Herbalism 1, True 1, Restorative 1, Summoner N/A.



Create Focus

Exception: can only be cast once per day
Duration: instant
Range: touch
Special Component: in-game item to become new focus
Counter Spell: dispel magik (see below)
Special: 15 minutes required casting-time
Description: This costly spell allows experienced magik-users to create a new focus of power when theirs is lost and cannot be found. Part of what makes a focus powerful is that the mage imbues it with some of their life force.

After 15 minutes of uninterrupted ceremony, the caster invokes this spell. This causes the caster to permanently lose one BP. This cannot be regained through any form of healing. Breaking the new focus does not return the lost BP. The only way the BP can be regained is through use of XP. If this spell is interrupted, the caster loses the BP, but fails to imbue the focus with their life-energy.

If a previous focus is recovered after a new one is created, the old one no longer has any power and cannot aid the mage in recovering CP.

This spell cannot be used to create a focus of power for any mage other than the caster.

Dispel magik can be used to interrupt the ceremonial part of the spell. Dispel magik will have no effect once the focus is completed.

Note: A caster can still make a new focus of power out-of-game (without a loss of BP) as per the magik section rules. This spell is meant to be used in-game when the situation is dire.

PP Costs: Alchemy N/A, Death 25, Divine 25, Elemental 25, Herbalism N/A, True 25, Restorative 25, Summoner N/A.



Create Potion/Powder

Duration: instant
Range: touch
Counter Spell: purify blood negates the effects of an consumed potion or powder
Special Component: ingredients, vessel, and OOG info tag (see below)
Description: Casting create potion/powder costs 1 CP. The alchemist or herbalist must then cast the spell to be added to the mix, spending additional CP. This spell must already be available to the mage (included in their spell book).

For example: if a potion is being created with four doses of the heal spell, create potion/powder must be cast four times as does the heal spell being infused into the potion (8 CP total).

Every potion and powder must have an OOG tag attached to the containing vessel that includes all of the following information: expiration date (herbalist concoctions only), number of doses, and a written description of the spell. This tag should be folded over and marked OOG to allow identification if a it is stolen or if questions arise. Only people with discern potion/powder, decipher magik (for alchemic concoctions only), or someone who has ingested the concoction should open and read it.

Expiration Date
Herbalist concoctions are made with natural ingredients and lose all effect after six months.

Alchemist concoctions are magikal and do not expire.

Doses
One dose is equal to the effect of one spell on one person. A single dose is required for every serving of food or beverage it is added to. If a potion or powder is put into a much larger quantity (i.e. a soup pot at the inn), it is diluted and does not work. To treat a larger quantity of food or drink effectively, you must place as many doses as there are servings in that container.

For example: a bottle of wine requires four doses, one for each serving held within the bottle. The same goes for soup pots on the fire, one dose per serving. Making an estimate of servings is up to the honesty of the person with the potion/powder.

A dose of a potion is one mouthful of liquid, about 2 tablespoons.
A dose of a powder is 1/2 teaspoon of powder.

Description
The description of the spell effects infused into the concoction must be written verbatim from the spell list. Include an OGG description tag for every dose of potion or powder in the container.

Ingredients
Potions are to be made of Kool-Aid™ or a similar colored, flavored drink powder mixed with water. Powders are to be comprised of powdered candy such as Pixie Stix™, Raven’s Revenge™, or Kool-Aid™.

PP Costs: Special - Automatic for Alchemists and Herbalists, not available to others.



Create Scroll

Exception: can only be cast once per day
Duration: instant
Range: touch
Component: in-game scroll making materials
Description: Create scroll allows a spell to be imprinted onto a scroll for later use. This imprinted spell can be either a spell from the caster’s list, or another written spell that the caster has used comprehend magik to understand. Once created, the scroll can be used only once before it becomes useless.

The caster has the option to make the scroll usable by non-mages. A scroll written in magik script must have decipher magik cast upon it before another character can utilize it. The caster must indicate on the scroll whether or not it is written in magik script.

PP Costs: Alchemy N/A, Death 8, Divine 8, Elemental 8, Herbalism N/A, True 8, Restorative 8, Summoner 8.



Cure Blindness

Duration: instant
Range: touch or potion/powder dose
Description: This spell cures any character blindness.

PP Costs: Alchemy 6, Death N/A, Divine 2, Elemental 3, Herbalism 4, True 4, Restorative 1, Summoner N/A.



Curse

Exception: can only be cast once per day
Duration: 1 hour
Range: touch
Counter Spell: remove curse
Description: This spell causes all attacks (magikal and normal) to do double damage against the target. The target will also be subject to other bad luck, which requires a bit of role-playing on the target’s part, and possibly even from other players in the area.

PP Costs: Alchemy N/A, Death 6, Divine 7, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Curse Item

Exception: can only be cast once per day
Duration: 1 hour
Range: touch
Marker: green strip of cloth or ribbon, and an OOG card describing the curse
Counter Spell: remove curse
Description: This spell can only affect hand-crafted items (e.g. rings, pendants, swords, armor, parasols, etc.). Curse item cannot be cast on enchanted items, weapons, or armor. To curse an item, the caster ties a green strip of cloth to the item. The time in which the caster does this is considered OOG. The green strip must have the word “curse” written on it. Other characters cannot “see” the strip of green cloth, for it is a marker. It is there so that the players will know that the item is cursed, and thief characters will know that even if they steal it, it will magikally end up in the owner’s possession again.

The curse can be anything the caster comes up with, but should not be too complex. Example: “I curse your sword to never strike me,” or “I curse your water skin to forever foul all that it contains,” etc.

A cursed item cannot be dropped, sold, lost, or stolen. If any of these conditions were to apply, the item would magikally end up back in the owner’s possession. Dispel magik has no effect.

If the owner of the cursed item feels that the curse is too powerful, they may petition a GM to modify it.

PP Costs: Alchemy N/A, Death 10, Divine 8, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.


D


Dance

Duration: one minute
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: This spell causes the target to dance energetically. They are still able to fight as long as they keep frolicking.

PP Costs: Alchemy 4, Death N/A, Divine 4, Elemental 3, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Decipher Magik

Duration: instant
Range: touch
Description: This spell enables the caster to understand the nature of various magikal items. Included are magikally inscribed books (such as other magik-user’s spell books), enchanted or magikal items, scrolls (written in magik script), and magikal potions and powders (alchemist only). Decipher magik does not allow the caster to utilize the spells out of another’s book, but does allow one to know what is in that spell book. Once an object is read, the spell need not be cast again to read the same object. If there is not a marker or OOG information tag explaining the magik being deciphered, the caster must either learn the details from the owner of the item or find a GM.

The caster can also use decipher magik to determine what spells have been cast upon a person.

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 1, Herbalism N/A, True 1, Restorative 2, Summoner 1.



Desecrate

Duration: 5 minutes
Range: 10’ radius
Marker: roll of string, marking ribbon, etc., and a strip of red cloth
Description: After the spell is cast, the caster must visibly attach a strip of red cloth to the area marker to indicate that the spell is active. This spell creates an area of poisoned magik. No divine, restorative, or elemental mage can set foot within the spell’s area of effect. This spell also repels verga, those possessed by benevolent spirits and other supernatural forces of good.

PP Costs: Alchemy N/A, Death 3, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Destroy Armor

Exception: can only be cast once per day.
Duration: special
Range: touch
Counter Spell: repair armor
Description: Armor touched by the caster is “physically” broken. It cannot be used until fixed by a skilled smithy or by a mage with the spell repair armor. This spell will not damage magikal or enchanted armor.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 9, Divine 5, Elemental N/A, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.



Destroy Lesser Undead

Duration: instant
Range: 10’
Description: This spell destroys one lesser undead creature within range. The caster must specify which lesser undead is the target. This spell does not affect living creatures.

PP Costs: Alchemy N/A, Death 3, Divine 8, Elemental 7, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.



Detect Evil Aura

Duration: instant
Range: 10’
Counter Spell: suppress aura
Description: This spell enables the caster to detect the presence of any magik-user who studies the field of death magik or items that were created using death magik. Anything in range that fits that description will glow with a discernable, evil aura. The color of a glowing evil aura is lime-green.

PP Costs: Alchemy N/A, Death N/A, Divine 1, Elemental 1, Herbalism N/A, True 1, Restorative 2, Summoner N/A.



Detect Magik

Duration: instant
Range: 10’
Counter Spell: suppress aura (see below)
Description: This spell enables the caster to detect all magik within the range. The caster will detect magikal items, spell area effects, people under the influence of a spell, and all spell-casters. All mages and visible magikal items will glow with a magikal aura. If a magikal item is hidden from view, the area in which it is concealed will glow with a magikal aura. Herbalist potions and powders are not affected by this spell.

Suppress aura will counter detect magik only when cast upon a spell caster. When it is cast to diagnose magikal items or spell effects detect magik cannot be countered.

PP Costs: Alchemy N/A, Death 1, Divine 1, Elemental 1, Herbalism N/A, True 1, Restorative 1, Summoner 1.



Discern Potion/Powder

Duration: instant
Range: 10’
Description: This spell allows the caster to discern the effects of any potion or powder (including herbalist).

PP Costs: Alchemy 1, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Dispel Magik

Duration: instant
Range: 10’ or potion/powder dose
Description: This spell counteracts most spells (see list of affected spells below). Dispel magik has no effect on herbalist potions and powders. If more than one spell is active on a person or in an area, the most recently cast spell will be negated. Dispel magik can only be directed at one target or one spell.

Dispel magik will negate: Amour, befuddle, blend, call undead, charm, command, control lesser undead, control greater undead, covet, dance, empower, evil essence, fear, feign death, flee, forget, freeze, fumble, hold, hold monster, incite, inoculate,invisibility, invisible area, itch, laughter, light, magik shield, magik trap, magik wall, pain, pass ward, permeate, recollection, repel lesser undead, repulse, root, shield, shield of deity, silence, speak with dead/undead, speak with monsters, suppress aura, tame, tree, trigger, and true sight. Dispel magik may also negate create focus (see create focus).

PP Costs: Alchemy 6, Death 4, Divine 4, Elemental 4, Herbalism N/A, True 4, Restorative 4, Summoner 4.



Dispel Ward

Duration: instant
Range: touch
Description: This spell removes a ward or a ward item spell.

PP Costs: Alchemy N/A, Death 5, Divine 5, Elemental 4, Herbalism N/A, True 5, Restorative 6, Summoner 5.



Dizziness

Duration: 30 seconds
Range: potion/powder dose
Description: The target becomes light-headed for 30 seconds. They cannot fight, flee, defend, cast magic, or even stand properly.

PP Costs: Alchemy 4, Death N/A, Divine N/A, Elemental N/A, Herbalism 3, True N/A, Restorative N/A, Summoner N/A.



Dragon’s Breath

Exception: can only be cast once per day.
Duration: instant
Range: touch
Description: This spell creates a magikal inferno that strips the target of all AP, and all BP (i.e. target is reduced to zero BP). This effect takes place no matter how many HP the target has at the time. The caster can touch any part of the target including items they are carrying or wearing for the spell to take effect.

Dragons breath is a magikal fire that does not ignite other things.

PP Costs: Alchemy N/A, Death 8, Divine N/A, Elemental N/A, Herbalism N/A, True 9, Restorative N/A, Summoner N/A.



Drain Energy

Duration: special
Range: touch
Description: When cast, this spell allows the caster to usurp CP from another mage. The caster must be touching the target mage and speak aloud “drain energy once, drain energy twice”, etc. For each number that they reach, the target loses that many CP and the caster gains them. The target cannot be drained of more points than they have, nor can the caster gain more CP than their original total. While the caster can only absorb up to their limit, they can continue to drain energy until the target reaches zero CP.

The spell ends when contact with the target mage is broken. This spell in no way hinders or binds the target mage, who is free to act. This spell only affects mages (i.e. PCs or NPCs who study magik and use CP). A mage cannot drain energy from a magikal item or a creature that has natural magikal abilities (i.e. the elven ability to blend).

PP Costs: Alchemy N/A, Death 4, Divine N/A, Elemental N/A, Herbalism N/A, True 5, Restorative 5, Summoner N/A.



Drain Life

Duration: special
Range: touch
Description: When cast, this spell allows the caster to usurp BP from another being. The caster must touch the target, and speak aloud: “Drain life once, drain life twice”, etc. For each number that they reach, the target loses that many BP and the caster gains them. The target cannot be drained of more points than they have, nor can the caster gain more BP than their original total. While the caster can only absorb up to their limit, they can continue to drain life until the target reaches zero BP.

The spell ends when contact with the target is broken. The spell in no way hinders or binds the target, who is free to act.

PP Costs: Alchemy N/A, Death 6, Divine 7, Elemental 7, Herbalism N/A, True 6, Restorative N/A, Summoner N/A.


E


Empower

Duration: one minute
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: This spell grants the target greater strength. In OOG terms, this means that the target does two points of damage per strike in combat. Like the natural strength of an ogre, a blow from an empowered character will often knock others off their feet (requires some role-playing by others.)

For game-play purposes, the empowered character should announce “Empower – two” when landing a blow in combat.

PP Costs: Alchemy 8, Death 6, Divine 4, Elemental 5, Herbalism 8, True 4, Restorative 3, Summoner N/A.



Enchant Armor/Shield

Exception: can only be cast once per day
Duration: 30 minutes
Range: touch
Marker: strip of red cloth, OOG identification card
Description: This most basic form of enchanting allows the caster to enchant armor or a shield with a spell from their repertoire. To do this, the caster needs the armor or shield to be enchanted and must have in their repertoire the enchantment spell to be used.

To enchant the armor or shield, the caster must first cast enchant armor/shield, and then cast the spell that will become the enchantment. The caster will then tie a red strip of cloth onto the enchanted armor or shield. If tied in a prominent place, the armor appears in-game to have the soft glow of magik. Tied in a concealed spot, the armor or shield appears normal to the unaided eye, but will radiate magik when viewed by magikal means. Lastly the caster provides the bearer with an OOG information card with the full description of the spell enchantment This card will be read by anyone who casts decipher magik upon the armor or shield.

The caster can choose to make the enchantment mage-class specific (i.e. only usable by one form of spell caster). The restriction can be divine, death, elemental, or restorative, but not true. If a magik-user who is not of that field of study (or a non-mage character) attempts to use the enchantment on the armor, they will be unsuccessful.

To use the enchantment, a character must be in contact with the armor.

PP Costs: Alchemy N/A, Death N/A, Divine 8, Elemental N/A, Herbalism N/A, True 6, Restorative N/A, Summoner N/A.



Enchant Item

Exception: can only be cast once per day
Duration: 30 minutes
Range: touch
Marker: strip of red cloth, OOG identification card
Description: This most basic form of enchanting allows the caster to enchant an item with a spell from their repertoire. To do this, the caster needs the item to be enchanted and must have in their repertoire the enchantment spell to be used.

To enchant an item, the caster must first cast enchant item, and then cast the spell that will become the enchantment. The caster will then tie a red strip of cloth onto the enchanted item. If tied in a prominent place, the item appears in-game to have the soft glow of magik. Tied in a concealed spot, the item appears normal to the unaided eye, but will radiate magik when viewed by magikal means. Lastly the caster provides the bearer with an OOG information card with the full description of the spell enchantment. This card will be read by anyone who casts decipher magik upon the item.

The caster can choose to make the enchantment mage-class specific (i.e. only usable by one form of spell caster). The restriction can be divine, death, elemental, or restorative, but not true. If a magik-user who is not of that field of study (or a non-mage character) attempts to use the enchantment on the item, they will be unsuccessful.

To use the enchantment, the character must be in contact with the item.

PP Costs: Alchemist N/A, Death 10, Divine 8, Elemental 8, Herbalist N/A, True 6, Restorative N/A, Summoner N/A.



Enchant Weapon

Exception: can only be cast once per day
Duration: 30 minutes
Range: touch
Marker: strip of red cloth, OOG identification card
Description: This most basic form of enchanting allows the caster to enchant a weapon with a spell from their repertoire. To do this, the caster needs the weapon to be enchanted and must have in their repertoire the enchantment spell to be used.

To enchant the weapon, the caster must first cast enchant weapon, and then cast the spell that will become the enchantment. The caster will then tie a red strip of cloth onto the enchanted weapon. If tied in a prominent place, the weapon appears in-game to have the soft glow of magik. Tied in a concealed spot, the weapon appears normal to the unaided eye, but will radiate magik when viewed by magikal means. Lastly the caster provides the bearer with an OOG information card with the full description of the spell enchantment. This card will be read by anyone who casts decipher magik upon the weapon.

The caster can choose to make the enchantment mage-class specific (i.e. only usable by one form of spell caster). The restriction can be divine, death, elemental, or restorative, but not true. If a magik-user who is not of that field of study (or a non-mage character) attempts to use the enchantment on the weapon, they will be unsuccessful (note: full mage-class characters can only use daggers and staves as weapons).

To use the enchantment, the character must be in contact with the weapon.

PP Costs: Alchemy N/A, Death N/A, Divine 8, Elemental N/A, Herbalism N/A, True 6, Restorative N/A, Summoner N/A.



Endure

Exception: each character can only be the target of this spell once a day
Duration: special
Range: touch or potion/powder dose
Description: This spell provides the target with two additional BP. The target can go above their normal maximum number of BP, but cannot surpass ten HP.

Dispel magik has no effect.

PP Costs: Alchemy 6, Death 4, Divine 4, Elemental 4, Herbalism 6, True 4, Restorative 4, Summoner N/A.



Enhance Armor/Shield

Pre-requisite: enchant armor/shield
Exception: can only be cast once per day
Duration: one hour
Range: touch
Marker: strip of red cloth, OOG identification card
Special: each enchanted piece of armor or shield can only have one “once per day spell” as part of its enchantment (i.e. an enhanced shield cannot have both curse and dragon’s breath on it).
Description: Enhance armor/shield allows the caster to enchant armor or a shield with two spells from their repertoire. To do this, the caster needs the armor or shield to be enhanced and must have in their spell list both enchant armor/shield and enhance armor/shield, as well as the enchantment spell(s) to be used.

To enhance the armor or shield the caster will first cast enchant armor, then enhance armor, and then cast the spell(s) that will become the enhancement(s). The caster then ties a red strip of cloth onto the enhanced armor or shield. If tied in a prominent place, the armor appears in-game to have the soft glow of magik. Tied in a concealed spot, the armor appears normal to the unaided eye, but will radiate magik when viewed by magikal means. Lastly, the caster provides the bearer with an OOG information card with the full description of the spell enhancement. This card should be read by anyone who casts decipher magik upon the armor or shield.

With enhance armor/shield, the caster can place two spells upon the armor or shield. This can be two separate spells or two castings of the same spell. The caster can choose to make the enchantment mage-class specific (i.e. only usable by one form of spell caster). The restriction can be divine, death, elemental, or restorative, but not true. If a magik-user who is not of that field of study (or a non-mage character) attempts to use the enchantment on the armor, they will be unsuccessful.

To use the enchantments a character must be in contact with the armor.

PP Costs: Alchemy N/A, Death N/A, Divine 13, Elemental N/A, Herbalism N/A, True 11, Restorative N/A, Summoner N/A.



Enhance Item

Pre-requisite: enchant item
Exception: can only be cast once per day
Duration: one hour
Range: touch
Marker: strip of red cloth, OOG identification card
Special: each enchanted item can only have one “once per day spell” as part of its enchantment (i.e. an enhanced ring cannot have both curse and dragon’s breath on it).
Description: Enhance item allows the caster to enchant an item with two spells from their repertoire. To do this, the caster needs the item to be enhanced and must have in their spell list both enchant item and enhance item, as well as the enchantment spell(s) to be used.

To enhance the item the caster will first cast enchant item, then enhance item, and then cast the spell(s) that will become the enhancement(s). The caster then ties a red strip of cloth onto the enhanced item. If tied in a prominent place, the item appears in-game to have the soft glow of magik. Tied in a concealed spot, the item appears normal to the unaided eye, but will radiate magik when viewed by magikal means. Lastly, the caster provides the bearer with an OOG information card with the full description of the spell enhancement. This card will be read by anyone who casts decipher magik upon the item.

With enhance item, the caster can place two spells upon the item. This can be two separate spells or two castings of the same spell. The caster can choose to make the enchantment mage-class specific (i.e. only usable by one form of spell caster). The restriction can be divine, death, elemental, or restorative, but not true. If a magik-user who is not of that field of study (or a non-mage character) attempts to use the enchantment on the item, they will be unsuccessful.

To use the enchantments a character must be in contact with the item.

PP Costs: Alchemist N/A, Death 15, Divine 13, Elemental 13, Herbalist N/A, True 11, Restorative N/A, Summoner N/A.



Enhance Weapon

Pre-requisite: enchant weapon
Exception: can only be cast once per day
Duration: one hour
Range: touch
Marker: strip of red cloth, OOG identification card
Special: each enchanted item can only have one “once per day spell” as part of its enchantment (i.e. an enhanced sword cannot have both curse and dragon’s breath on it).
Description: Enhance weapon allows the caster to enchant an weapon with two spells from their repertoire. To do this, the caster needs the weapon to be enhanced and must have in their spell list both enchant weapon and enhance weapon, as well as the enchantment spell(s) to be used.

To enhance the weapon the caster will first cast enchant weapon, then enhance weapon, and then cast the spell(s) that will become the enhancement(s). The caster then ties a red strip of cloth onto the enhanced weapon. If tied in a prominent place, the weapon appears in-game to have the soft glow of magik. Tied in a concealed spot, the weapon appears normal to the unaided eye, but will radiate magik when viewed by magikal means. Lastly, the caster provides the bearer with an OOG information card with the full description of the spell enhancement. This card should be read by anyone who casts decipher magik upon the weapon.

With enhance weapon, the caster can place two spells upon the weapon. This can be two separate spells or two castings of the same spell. The caster can choose to make the enchantment mage-class specific (i.e. only usable by one form of spell caster). The restriction can be divine, death, elemental, or restorative, but not true. If a magik-user who is not of that field of study (or a non-mage character) attempts to use the enchantment on the weapon, they will be unsuccessful (note: full mage-class characters can only use daggers and staves as weapons).

To use the enchantments a character must be in contact with the weapon.

PP Costs: Alchemy N/A, Death N/A, Divine 13, Elemental N/A, Herbalism N/A, True 11, Restorative N/A, Summoner N/A.



Erase Sygil

Special Component: birth name of sygil casting character
Duration: instant
Range: touch
Description: This spell will dispel a sygil if the caster knows the true birth name of the mage who cast the sygil. The sygil is completely erased and cannot be used by the original caster.

PP Costs: Alchemy N/A, Death 6, Divine 6, Elemental 6, Herbalism N/A, True 6, Restorative 5, Summoner N/A.



Evil Essence

Duration: one hour
Range: touch
Counter Spell: dispel magik
Description: This spell enables the caster to place a false aura on a character that is not a death mage, making them appear as though they are indeed evil and/or dealing with dark forces. The target’s aura will appear evil to any creatures of an evil nature (i.e. undead, daemons, dark fae, etc.) as well as death mages, or a caster of the detect evil aura spell. The color of an evil aura is lime-green.

PP Costs: Alchemy N/A, Death 5, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Exhaustion

Duration: special
Range: 10’ or potion/powder dose
Description: The caster designates one target for this spell who becomes totally exhausted. Until the target rests for a full minute (i.e. no combat, spell casting, fleeing, etc.) the effects of exhaustion will be felt. While the target cannot fight well enough to do damage, they can defend themselves. The target is too tired to effectively cast spells or do anything that requires manual dexterity.

Dispel magik has no effect.

PP Costs: Alchemy 5, Death N/A, Divine N/A, Elemental N/A, Herbalism 5, True N/A, Restorative 3, Summoner N/A.



Explosion*

Alchemist Only
Duration: Instant
Range: 10' radius
Required Verbal Component: Explosion!
Required Physical Component: Powder
Special: Has Shelf Life of only 3 RL months. After this time, it becomes Flash Powder.
Description: When powder comes in contact with the ground, it creates a harmless but powerful magik explosion that knocks all characters in 10' radius harmlessly to the ground (as in Blast) and causes BLIND for 15 seconds. Caster must announce EXPLOSION, followed by 'Knockdown and BLIND for 15 seconds, 10 foot radius'

After 3 RL months the potion loses its' potency and will only spark brightly, causing BLIND for 10 seconds, becoming FLASH POWDER instead.

PP Costs: Alchemy 15, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.

Note: Included for completeness's sake. Only one Alchemist In-Game currently has the recipe for this spell.



Extract

Duration: one hour
Range: touch
Description:This spell allows the caster to borrow a physical trait, innate ability or learned skill from the target. To perform this feat the target must first be reduced to zero BP. Next, the caster must state aloud the trait that they are extracting in the manner of a killing-blow (i.e. “I extract your elven blend ability once, I extract your elven blend ability twice, I extract your elven blend ability thrice”). At the end of this casting, the trait is transferred to the caster for the period of one hour. One cannot extract character stats (such as BP), or spell casting abilities.

During the hour, the caster can use that skill while the target cannot. At the end of the spell, the trait reverts to the target. At the time of this reversion, the caster suffers the effects of a pain spell due to the trauma of the trait leaving their body. The target suffers no ill effects for regaining the trait.

PP Costs: Alchemy N/A, Death 8, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.


Spells F - J